1[shaders] 2vertex = 3 uniform highp mat4 u_modelMatrix; 4 uniform highp mat4 u_viewMatrix; 5 uniform highp mat4 u_projectionMatrix; 6 7 attribute highp vec4 a_vertex; 8 9 void main() 10 { 11 gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex; 12 } 13 14fragment = 15 #ifdef GL_ES 16 #ifdef GL_FRAGMENT_PRECISION_HIGH 17 precision highp float; 18 #else 19 precision mediump float; 20 #endif // GL_FRAGMENT_PRECISION_HIGH 21 #endif // GL_ES 22 uniform vec4 u_color; 23 24 void main() 25 { 26 gl_FragColor = u_color; 27 } 28 29vertex41core = 30 #version 410 31 uniform highp mat4 u_modelMatrix; 32 uniform highp mat4 u_viewMatrix; 33 uniform highp mat4 u_projectionMatrix; 34 35 in highp vec4 a_vertex; 36 37 void main() 38 { 39 gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex; 40 } 41 42fragment41core = 43 #version 410 44 45 uniform vec4 u_color; 46 47 out vec4 frag_color; 48 49 void main() 50 { 51 frag_color = u_color; 52 } 53 54[defaults] 55u_color = [0.02, 0.02, 0.02, 1.0] 56 57[bindings] 58u_modelMatrix = model_matrix 59u_viewMatrix = view_matrix 60u_projectionMatrix = projection_matrix 61 62[attributes] 63a_vertex = vertex 64